24-System Combat (Current Notes)

Core Philosophy

Combat is not about HP damage.

Combat = applying pressure until the opponent can no longer meaningfully respond.

Primary pressure axes:

  • Stamina (short-term endurance)
  • Armor Integrity (long-term protection)
  • Limb Status (functional capacity)
  • Position (space and control)

Core Resolution

Roll System

  • Roll skill dice
  • Take top two dice + skill bonus
  • Compare to DC

Outcome Tiers

Success

  • Achieve intent
  • Apply 1 Minor Consequence

Partial Critical (any max die)

  • Apply:
    • 2 Minor Consequences, OR
    • 1 Minor + Weapon Property

Legendary (24+ or double max)

  • Apply:
    • 1 Major + Weapon Property, OR
    • 2 Minor + 1 Major

Combat Structure

Step 1: Declare Intent

Attacks are not “damage rolls”, they are intent-driven actions:

  • Harm (wounds / stamina)
  • Position (movement / control)
  • Control (limit opponent options)
  • Tempo (initiative / flow)
  • Read (information / pattern recognition)

Step 2: Apply Effects

On success, choose from consequence tables.


Minor Consequence Tracks

Each effect must map to one of:

Position

  • Push target one step (Grapple → Melee → Separated)
  • Reposition self (gain angle)
  • Deny movement path
  • Control engagement lane

Strain

  • Stamina loss
  • +1 Pressure next action
  • Brief disorientation
  • Force extra effort next action

Resource

  • Armor integrity -1
  • Stress weapon or gear
  • Create weak point (fictional)

Exposure

  • Reveal weakness or intent
  • Make target predictable
  • Open line of attack

Objective

  • Advance toward tactical goal
  • Reduce enemy escape options
  • Force enemy to react

Weapon Properties (Trigger Condition)

Weapon properties trigger ONLY on:

  • Partial Critical
  • Legendary

Examples:

  • Precision → Bleed (stamina loss ignoring armor)
  • Chopping → extra armor damage
  • Crushing → reduce mitigation

Tags

Tags do NOT unlock mechanics.

Tags grant:

  • +1 Leverage die (can stack if double-tagged)

Effect:

  • Higher chance of success
  • Higher chance of partial crit
  • Better positioning outcomes

Leverage & Pressure

Leverage

  • Adds bonus die (step progression: d4 → d6 → d8 → d10 → d12)

Pressure

  • Increases DC (+1 to +3)

Positioning Model (No Grid)

Range States

  • Grapple → touching
  • Melee → adjacent
  • Separated → beyond reach

Movement

Movement occurs via effects, not distance.

Each Position effect = 1 “range step” or board shift


Directional Push Rule

When pushing:

  1. Draw line attacker → target
  2. Target moves within 90° wedge away
  3. Move 1 step (or more if multiple effects)

If blocked:

  • Stop early
  • Gain Strain or lose Position

Facing (Minimal System)

No constant facing tracking.

Default:

  • Characters are aware of all threats

Facing matters ONLY when earned.


Advantaged Position

Gained via Position effects.

Effects:

  • Gain leverage die on next action OR
  • Target suffers +1 Pressure vs you

Lost when:

  • Target reorients
  • Engagement changes

Terrain Rules

Walls

  • Cannot be pushed further back
  • Cannot be flanked
  • +1 Pressure

Corners

  • +2 Pressure
  • Severe movement restriction

General Terrain Examples

  • Tables → block / cover / obstacle
  • Slippery ground → +Pressure or prone
  • Elevation → harder uphill, stronger downhill push
  • Hazards (pit, fire) → Objective pressure

Multi-Opponent Rule

Engagement pressure:

  • 1 opponent → normal
  • 2 opponents → +1 Pressure
  • 3+ opponents → +2 Pressure, limited options

Combat Flow (Summary)

  1. Declare intent
  2. Roll
  3. Apply:
    • Success → 1 Minor
    • Partial → 2 Minor OR 1 + weapon
    • Legendary → Major effects
  4. Update board state (movement, tokens, positioning)

Board Representation

  • No grid required
  • Use minis + terrain
  • Use tokens to track:
    • Strain (fatigue)
    • Exposure
    • Armor damage
    • Position control

Design Principles

  • Pressure > Damage
  • Position > Distance
  • Outcomes > Modifiers
  • Tags = consistency, not power
  • Board = state visualization

Key Insight

You did not remove HP. You replaced it with a multi-axis collapse system.

Combat ends when:

  • Stamina collapses
  • Position collapses
  • Limb function collapses
  • Opponent cannot respond effectively

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